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Player Aids Update
#1
The player aids created by John and Joe are great. They are very professionally done but they are very out of date.

Does anyone have a more current version of the document that they are willing to share?

Does anyone know the password to the existing document? I will update the document to reflect the new kingdoms if I can have access to the tables and formulas.

If nothing above works, then perhaps someone can help me interpret the language used for the kingdom traits. Here are two examples:

The Acuity trait description says "Political emissaries get +5 to their rebel/usurp die roll."

The Oratory trait description says "+15% to Maintain Status Quo (#310) and Usurp Control (#330)."

I thought this was simple until I ran some sanity checks. If the "points" are simply added to the strength of the emmie performing the action, then a DA governor, with a plus 20 points, would be able to rebel a major city at the beginning of the game.

Are these points actually percentage points? Can anyone help clarify how this works?

My goal is to update the player aids or at the least recreate some of the functionality.

Thanks,
George
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#2
Hey George,

DuPont is the political guru around here and UncleMike has all the formulas but I'll do my best to help you out.

Your DA governor cannot rebel a Major City at the beginning of a game because your influence is too low. You need an emissary with a political power of 6 to rebel/usurp at MC. A governor with .3 of the king's power will only have that if the King is at 20 influence. (20 * .3 = 6). You will not have an influence of 20 at the start of the game. And you have to consider the modifiers.

Your Oratory gives you a bonus for 310 and 330 orders (not Rebel) of 15%. So your power of 6 in the above example would be 6.9 (6 * 1.15).

What's not clear to most is you also have a Good Day/ Bad Day roll of +/- 15% on your emissary when he takes actions. So your 6.9 powered gov can have a strength of anywhere from 7.935 to 5.865 for 310 and 330 orders. Less for other orders. Obviously a poor roll granting 5.865 will not be enough to take a MC in a friendly region.

This is where Acuity comes into play. This gives you a +5 to Good Day/ Bad Day rolls. So that 6.9 gov's lowest roll possible is 6.21. (6.9 * {-15+5} = 6.21 ) So yes, you can Usurp but not Rebel a MC in a friendly region with a gov and an influence of 20.

I understand that Uncle Mike is looking to update the player aids but I hope this helps in the meantime.

Lord Garth
2022 Runner up Alamaze Champion
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#3
(09-17-2022, 08:33 PM)Lord Garth Wrote: Hey George,

DuPont is the political guru around here and UncleMike has all the formulas but I'll do my best to help you out.

Your DA governor cannot rebel a Major City at the beginning of a game because your influence is too low.  You need an emissary with a political power of 6 to rebel/usurp at MC.   A governor with .3 of the king's power will only have that if the King is at 20 influence.    (20 * .3 = 6).   You will not have an influence of 20 at the start of the game.  And you have to consider the modifiers.

Your Oratory gives you a bonus for 310 and 330 orders (not Rebel) of 15%.  So your power of 6 in the above example would be 6.9 (6 * 1.15).  

What's not clear to most is you also have a Good Day/ Bad Day roll of +/- 15% on your emissary when he takes actions.  So your 6.9 powered gov can have a strength of anywhere from 7.935 to 5.865 for 310 and 330 orders.  Less for other orders.  Obviously a poor roll granting 5.865 will not be enough to take a MC in a friendly region.  

This is where Acuity comes into play.  This gives you a +5 to Good Day/ Bad Day rolls.   So that 6.9 gov's lowest roll possible is 6.21.  (6.9 * {-15+5} = 6.21 )  So yes, you can Usurp but not Rebel a MC in a friendly region with a gov and an influence of 20.

I understand that Uncle Mike is looking to update the player aids but I hope this helps in the meantime.

Lord Garth
2022 Runner up Alamaze Champion
Thanks Lord Garth, that clears up my outstanding question.
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